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Merge remote-tracking branch 'origin/samual/no_dead_airshots'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_RIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float camera_mode;
346 float reticle_type;
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
350
351 vector freeze_pmove_org, freeze_input_angles;
352 entity nightvision_noise, nightvision_noise2;
353
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 vector myhealth_gentlergb;
364
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
367
368 float eventchase_current_distance;
369
370 float checkfail[16];
371
372 void CSQC_UpdateView(float w, float h)
373 {
374         entity e;
375         float fov;
376         float f, i, j;
377         vector v, vo;
378         vector vf_size, vf_min;
379         float a;
380
381         button_attack2 = (input_buttons & BUTTON_3);
382         button_zoom = (input_buttons & BUTTON_4);
383
384 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
385         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
388         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
391
392         vf_size = R_SetView3fv(VF_SIZE);
393         vf_min = R_SetView3fv(VF_MIN);
394         vid_width = vf_size_x;
395         vid_height = vf_size_y;
396
397         vector reticle_pos, reticle_size;
398         vector splash_pos, splash_size;
399
400         WaypointSprite_Load();
401
402         if(spectatee_status)
403                 myteam = GetPlayerColor(spectatee_status - 1);
404         else
405                 myteam = GetPlayerColor(player_localentnum - 1);
406
407         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
409
410         warpzone_fixview_origin = pmove_org + vo;
411         warpzone_fixview_cl_viewangles = input_angles;
412         warpzone_fixview_angles = view_angles;
413         WarpZone_FixView();
414         pmove_org = warpzone_fixview_origin - vo;
415         input_angles = warpzone_fixview_cl_viewangles;
416         view_angles = warpzone_fixview_angles;
417
418         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
419         {
420                 pmove_org = freeze_pmove_org;
421                 input_angles = view_angles = freeze_input_angles;
422                 R_SetView(VF_ORIGIN, pmove_org + vo);
423                 R_SetView(VF_ANGLES, view_angles);
424                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
425         }
426         freeze_pmove_org = pmove_org;
427         freeze_input_angles = input_angles;
428
429         // event chase camera
430         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
431         {
432                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
433                 {
434                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
435                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
436                         if(!autocvar_chase_active)
437                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
438
439                         // make the camera smooth back
440                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
441                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
442                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
443                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
444
445                         vector eventchase_target_origin;
446                         makevectors(view_angles);
447                         // pass 1, used to check where the camera would go and obtain the trace_fraction
448                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
449
450                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
451                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
452                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
453                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
454
455                         R_SetView(VF_ORIGIN, eventchase_target_origin);
456                         R_SetView(VF_ANGLES, view_angles);
457                 }
458                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
459                 {
460                         cvar_set("chase_active", "0");
461                         eventchase_current_distance = 0; // start from 0 next time
462                 }
463         }
464
465         // Render the Scene
466         view_origin = pmove_org + vo;
467         view_angles = input_angles;
468         makevectors(view_angles);
469         view_forward = v_forward;
470         view_right = v_right;
471         view_up = v_up;
472
473 #ifdef BLURTEST
474         if(time > blurtest_time0 && time < blurtest_time1)
475         {
476                 float r, t;
477
478                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
479                 r = t * blurtest_radius;
480                 f = 1 / pow(t, blurtest_power) - 1;
481
482                 cvar_set("r_glsl_postprocess", "1");
483                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
484         }
485         else
486         {
487                 cvar_set("r_glsl_postprocess", "0");
488                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
489         }
490 #endif
491
492         TargetMusic_Advance();
493         Fog_Force();
494
495         drawframetime = max(0.000001, time - drawtime);
496         drawtime = time;
497
498         // watch for gametype changes here...
499         // in ParseStuffCMD the cmd isn't executed yet :/
500         // might even be better to add the gametype to TE_CSQC_INIT...?
501         if(!postinit)
502                 PostInit();
503
504         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
505                 if(calledhooks & HOOK_START)
506                 {
507                         localcmd("\ncl_hook_gameend\n");
508                         calledhooks |= HOOK_END;
509                 }
510
511         CheckForGamestartChange();
512         serverAnnouncer();
513         maptimeAnnouncer();
514         carrierAnnouncer();
515
516         fov = autocvar_fov;
517         if(fov <= 59.5)
518         {
519                 if(!zoomscript_caught)
520                 {
521                         localcmd("+button9\n");
522                         zoomscript_caught = 1;
523                 }
524         }
525         else
526         {
527                 if(zoomscript_caught)
528                 {
529                         localcmd("-button9\n");
530                         zoomscript_caught = 0;
531                 }
532         }
533
534         ColorTranslateMode = autocvar_cl_stripcolorcodes;
535         activeweapon = getstati(STAT_SWITCHWEAPON);
536         f = (serverflags & SERVERFLAG_TEAMPLAY);
537         if(f != teamplay)
538         {
539                 teamplay = f;
540                 HUD_InitScores();
541         }
542
543         if(last_weapon != activeweapon) {
544                 weapontime = time;
545                 last_weapon = activeweapon;
546
547                 e = get_weaponinfo(activeweapon);
548                 if(e.netname != "")
549                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
550                 else
551                         localcmd("\ncl_hook_activeweapon none\n");
552         }
553
554         // ALWAYS Clear Current Scene First
555         R_ClearScene();
556
557         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
558         R_SetView(VF_SIZE, vf_size);
559         R_SetView(VF_MIN, vf_min);
560
561         // Assign Standard Viewflags
562         // Draw the World (and sky)
563         R_SetView(VF_DRAWWORLD, 1);
564
565         // Set the console size vars
566         vid_conwidth = autocvar_vid_conwidth;
567         vid_conheight = autocvar_vid_conheight;
568         vid_pixelheight = autocvar_vid_pixelheight;
569
570         R_SetView(VF_FOV, GetCurrentFov(fov));
571
572         // Camera for demo playback
573         if(camera_active)
574         {
575                 if(autocvar_camera_enable)
576                         CSQC_Demo_Camera();
577                 else
578                 {
579                         cvar_set("chase_active", ftos(chase_active_backup));
580                         cvar_set("cl_demo_mousegrab", "0");
581                         camera_active = FALSE;
582                 }
583         }
584 #ifdef CAMERATEST
585         else if(autocvar_camera_enable)
586 #else
587         else if(autocvar_camera_enable && isdemo())
588 #endif
589         {
590                 // Enable required Darkplaces cvars
591                 chase_active_backup = autocvar_chase_active;
592                 cvar_set("chase_active", "2");
593                 cvar_set("cl_demo_mousegrab", "1");
594                 camera_active = TRUE;
595                 camera_mode = FALSE;
596         }
597
598         // Draw the Crosshair
599         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
600
601         // Draw the Engine Status Bar (the default Quake HUD)
602         R_SetView(VF_DRAWENGINEHUD, 0);
603
604         // Update the mouse position
605         /*
606            mousepos_x = vid_conwidth;
607            mousepos_y = vid_conheight;
608            mousepos = mousepos*0.5 + getmousepos();
609          */
610
611         e = self;
612         for(self = world; (self = nextent(self)); )
613                 if(self.draw)
614                         self.draw();
615         self = e;
616
617         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
618         R_RenderScene();
619
620         // now switch to 2D drawing mode by calling a 2D drawing function
621         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
622         // next R_RenderScene call
623         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
624
625         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
626         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
627         {
628                 // apply night vision effect
629                 vector rgb, tc_00, tc_01, tc_10, tc_11;
630
631                 if(!nightvision_noise)
632                 {
633                         nightvision_noise = spawn();
634                         nightvision_noise.classname = "nightvision_noise";
635                 }
636                 if(!nightvision_noise2)
637                 {
638                         nightvision_noise2 = spawn();
639                         nightvision_noise2.classname = "nightvision_noise2";
640                 }
641
642                 // color tint in yellow
643                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
644
645                 // draw BG
646                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
647                 rgb = '1 1 1';
648                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
649                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
650                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
651                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
652                 tc_11 = tc_01 + tc_10 - tc_00;
653                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
654                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
655                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
656                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
657                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
658                 R_EndPolygon();
659
660                 // draw FG
661                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
662                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
663                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
664                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
665                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
666                 tc_11 = tc_01 + tc_10 - tc_00;
667                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
668                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
669                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
670                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
671                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
672                 R_EndPolygon();
673         }
674
675         // Draw the aiming reticle for weapons that use it
676         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
677         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
678         // the view to go back to normal, so reticle_type would become 0 as we fade out)
679         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
680                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
681         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
682                 reticle_type = 2; // nex zoom
683         else if(button_zoom || zoomscript_caught)
684                 reticle_type = 1; // normal zoom
685         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
686                 reticle_type = 2; // nex zoom
687
688         if (reticle_type)
689         {
690                 if(autocvar_cl_reticle_stretch)
691                 {
692                         reticle_size_x = vid_conwidth;
693                         reticle_size_y = vid_conheight;
694                         reticle_pos_x = 0;
695                         reticle_pos_y = 0;
696                 }
697                 else
698                 {
699                         reticle_size_x = max(vid_conwidth, vid_conheight);
700                         reticle_size_y = max(vid_conwidth, vid_conheight);
701                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
702                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
703                 }
704
705                 f = current_zoomfraction;
706                 if(zoomscript_caught)
707                         f = 1;
708                 if(autocvar_cl_reticle_item_normal)
709                 {
710                         if(reticle_type == 1 && f)
711                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
712                 }
713                 if(autocvar_cl_reticle_item_nex)
714                 {
715                         if(reticle_type == 2 && f)
716                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
717                 }
718         }
719
720
721         // improved polyblend
722         vector rgb;
723         if(autocvar_hud_contents)
724         {
725                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
726                 vector liquidcolor;
727                 
728                 switch(pointcontents(view_origin))
729                 {
730                         case CONTENT_WATER:
731                                 liquidalpha = autocvar_hud_contents_water_alpha;
732                                 liquidcolor = stov(autocvar_hud_contents_water_color);
733                                 incontent = 1;
734                                 break;
735                                 
736                         case CONTENT_LAVA:
737                                 liquidalpha = autocvar_hud_contents_lava_alpha;
738                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
739                                 incontent = 1;
740                                 break;  
741                                                         
742                         case CONTENT_SLIME:
743                                 liquidalpha = autocvar_hud_contents_slime_alpha;
744                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
745                                 incontent = 1;
746                                 break;
747                                 
748                         default:
749                                 liquidalpha = 0;
750                                 liquidcolor = '0 0 0';
751                                 incontent = 0;
752                                 break;
753                 }
754                 
755                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
756                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
757                         contentfadetime = autocvar_hud_contents_fadeintime;
758                         liquidalpha_prev = liquidalpha;
759                         liquidcolor_prev = liquidcolor;
760                 }
761                 else
762                         contentfadetime = autocvar_hud_contents_fadeouttime;
763                         
764                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
765                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
766                 
767                 if(contentavgalpha)
768                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
769         }
770         
771         if(autocvar_hud_damage && !autocvar_chase_active)
772         {
773                 splash_size_x = max(vid_conwidth, vid_conheight);
774                 splash_size_y = max(vid_conwidth, vid_conheight);
775                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
776                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
777
778                 float myhealth_flash_temp;
779                 myhealth = getstati(STAT_HEALTH);
780
781                 // fade out
782                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
783                 // add new damage
784                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
785
786                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
787                 pain_threshold = autocvar_hud_damage_pain_threshold;
788                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
789                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
790
791                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
792                 {
793                         pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
794                 }
795
796                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
797
798                 if(myhealth_prev < 1)
799                 {
800                         if(myhealth >= 1)
801                         {
802                                 myhealth_flash = 0; // just spawned, clear the flash immediately
803                                 myhealth_flash_temp = 0;
804                         }
805                         else
806                         {
807                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
808                         }
809                 }
810
811                 if(spectatee_status == -1 || intermission)
812                 {
813                         myhealth_flash = 0; // observing, or match ended
814                         myhealth_flash_temp = 0;
815                 }
816
817                 myhealth_prev = myhealth;
818
819                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
820                 {
821                         if(autocvar_cl_gentle_damage == 2)
822                         {
823                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
824                                 {
825                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
826                                 }
827                         }
828                         else
829                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
830
831                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
832                 }
833                 else
834                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
835         }
836
837         // Draw the mouse cursor
838         // NOTE: drawpic must happen after R_RenderScene for some reason
839         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
840         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
841         //self = edict_num(player_localnum);
842         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
843         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
844         // as long as the ctf part isn't in, this is useless
845         if(menu_visible)
846                 menu_show();
847
848         /*if(gametype == GAME_CTF)
849           {
850           ctf_view();
851           } else */
852
853         // draw 2D entities
854         e = self;
855         for(self = world; (self = nextent(self)); )
856                 if(self.draw2d)
857                         self.draw2d();
858         self = e;
859         Draw_ShowNames_All();
860
861         scoreboard_active = HUD_WouldDrawScoreboard();
862
863         hit_time = getstatf(STAT_HIT_TIME);
864         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
865         {
866                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
867                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
868         }
869         typehit_time = getstatf(STAT_TYPEHIT_TIME);
870         if(typehit_time > nextsound_typehit_time)
871         {
872                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
873                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
874         }
875
876         float hud;
877         hud = getstati(STAT_HUD);
878         if(hud == HUD_SPIDERBOT)
879                 CSQC_SPIDER_HUD();
880         else if(hud == HUD_WAKIZASHI)
881         CSQC_WAKIZASHI_HUD();
882     else if(hud == HUD_RAPTOR)
883         CSQC_RAPTOR_HUD();
884         else
885         {
886                 if(gametype == GAME_FREEZETAG)
887                 {
888                         if(getstati(STAT_FROZEN))
889                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
890                         if(getstatf(STAT_REVIVE_PROGRESS))
891                         {
892                                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
893                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
894                         }
895                 }
896
897                 if(autocvar_r_letterbox == 0)
898                         if(autocvar_viewsize < 120)
899                                 CSQC_common_hud();
900
901                 // crosshair goes VERY LAST
902                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
903                         string wcross_style;
904                         float wcross_alpha, wcross_resolution;
905                         wcross_style = autocvar_crosshair;
906                         if (wcross_style == "0")
907                                 return;
908                         wcross_resolution = autocvar_crosshair_size;
909                         if (wcross_resolution == 0)
910                                 return;
911                         wcross_alpha = autocvar_crosshair_alpha;
912                         if (wcross_alpha == 0)
913                                 return;
914
915                         // TrueAim check
916                         float shottype;
917
918                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
919                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
920                         wcross_origin_z = 0;
921                         if(autocvar_crosshair_hittest)
922                         {
923                                 vector wcross_oldorigin;
924                                 wcross_oldorigin = wcross_origin;
925                                 shottype = TrueAimCheck();
926                                 if(shottype == SHOTTYPE_HITWORLD)
927                                 {
928                                         v = wcross_origin - wcross_oldorigin;
929                                         v_x /= vid_conwidth;
930                                         v_y /= vid_conheight;
931                                         if(vlen(v) > 0.01)
932                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
933                                 }
934                                 if(!autocvar_crosshair_hittest_showimpact)
935                                         wcross_origin = wcross_oldorigin;
936                         }
937                         else
938                                 shottype = SHOTTYPE_HITWORLD;
939
940                         vector wcross_color, wcross_size;
941                         string wcross_wep, wcross_name;
942                         float wcross_scale, wcross_blur;
943
944                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
945                                 e = get_weaponinfo(activeweapon);
946                                 if (e && e.netname != "")
947                                 {
948                                         wcross_wep = e.netname;
949                                         if(autocvar_crosshair_per_weapon)
950                                         {
951                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
952                                                 if (wcross_resolution == 0)
953                                                         return;
954                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
955                                                 if (wcross_alpha == 0)
956                                                         return;
957
958                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
959                                                 if(wcross_style == "" || wcross_style == "0")
960                                                         wcross_style = wcross_wep;
961                                         }
962                                 }
963                         }
964                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
965                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
966                         else if(autocvar_crosshair_color_by_health)
967                         {
968                                 local float x = getstati(STAT_HEALTH);
969                                 
970                                 //x = red
971                                 //y = green
972                                 //z = blue
973                                 
974                                 wcross_color_z = 0;
975                                 
976                                 if(x > 200)
977                                 {
978                                         wcross_color_x = 0;
979                                         wcross_color_y = 1;
980                                 }
981                                 else if(x > 150)
982                                 {
983                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
984                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
985                                 }
986                                 else if(x > 100)
987                                 {
988                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
989                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
990                                         wcross_color_z = 1 - (x-100)*0.02;
991                                 }
992                                 else if(x > 50)
993                                 {
994                                         wcross_color_x = 1;
995                                         wcross_color_y = 1;
996                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
997                                 }
998                                 else if(x > 20)
999                                 {
1000                                         wcross_color_x = 1;
1001                                         wcross_color_y = (x-20)*90/27/100;
1002                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1003                                 }
1004                                 else
1005                                 {
1006                                         wcross_color_x = 1;
1007                                         wcross_color_y = 0;
1008                                 }
1009                         }
1010                         else
1011                                 wcross_color = stov(autocvar_crosshair_color);
1012
1013                         wcross_name = strcat("gfx/crosshair", wcross_style);
1014
1015                         if(autocvar_crosshair_effect_scalefade)
1016                         {
1017                                 wcross_scale = wcross_resolution;
1018                                 wcross_resolution = 1;
1019                         }
1020                         else
1021                         {
1022                                 wcross_scale = 1;
1023                         }
1024
1025                         if(autocvar_crosshair_pickup)
1026                         {
1027                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1028                                 {
1029                                         pickup_crosshair_size = 1;
1030                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1031                                 }
1032
1033                                 if(pickup_crosshair_size > 0)
1034                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1035                                 else
1036                                         pickup_crosshair_size = 0;
1037
1038                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1039                         }
1040                         
1041                         vector hitindication_color;
1042                         if(autocvar_crosshair_hitindication)
1043                         {
1044                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1045                                 if(hitindication_crosshair_time < hit_time)
1046                                 {
1047                                         hitindication_crosshair_size = 1;
1048                                         hitindication_crosshair_time = hit_time;
1049                                 }
1050
1051                                 if(hitindication_crosshair_size > 0)
1052                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1053                                 else
1054                                         hitindication_crosshair_size = 0;
1055
1056                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1057                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1058                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1059                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1060                         }
1061
1062                         if(shottype == SHOTTYPE_HITENEMY)
1063                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1064                         if(shottype == SHOTTYPE_HITTEAM)
1065                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1066
1067                         f = autocvar_crosshair_effect_speed;
1068                         if(f < 0)
1069                                 f *= -2 * g_weaponswitchdelay;
1070                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1071                         {
1072                                 wcross_changedonetime = time + f;
1073                         }
1074                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1075                         {
1076                                 wcross_name_changestarttime = time;
1077                                 wcross_name_changedonetime = time + f;
1078                                 if(wcross_name_goal_prev_prev)
1079                                         strunzone(wcross_name_goal_prev_prev);
1080                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1081                                 wcross_name_goal_prev = strzone(wcross_name);
1082                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1083                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1084                                 wcross_resolution_goal_prev = wcross_resolution;
1085                         }
1086
1087                         wcross_scale_goal_prev = wcross_scale;
1088                         wcross_alpha_goal_prev = wcross_alpha;
1089                         wcross_color_goal_prev = wcross_color;
1090
1091                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1092                         {
1093                                 wcross_blur = 1;
1094                                 wcross_alpha *= 0.75;
1095                         }
1096                         else
1097                                 wcross_blur = 0;
1098                         // *_prev is at time-frametime
1099                         // * is at wcross_changedonetime+f
1100                         // what do we have at time?
1101                         if(time < wcross_changedonetime)
1102                         {
1103                                 f = frametime / (wcross_changedonetime - time + frametime);
1104                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1105                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1106                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1107                         }
1108
1109                         wcross_scale_prev = wcross_scale;
1110                         wcross_alpha_prev = wcross_alpha;
1111                         wcross_color_prev = wcross_color;
1112
1113                         wcross_scale *= 1 - autocvar__menu_alpha;
1114                         wcross_alpha *= 1 - autocvar__menu_alpha;
1115                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1116
1117                         // crosshair rings for weapon stats
1118                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1119                         {
1120                                 // declarations and stats
1121                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1122                                 string ring_image, ring_inner_image;
1123                                 vector ring_rgb, ring_inner_rgb;
1124                                 
1125                                 ring_scale = autocvar_crosshair_ring_size;
1126
1127                                 float weapon_clipload, weapon_clipsize;
1128                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1129                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1130
1131                                 float nex_charge, nex_chargepool;
1132                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1133                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1134
1135                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1136                                         nex_charge_movingavg = nex_charge;
1137                                         
1138
1139                                 // handle the values
1140                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1141                                 {
1142                                         if (nex_chargepool || use_nex_chargepool) { 
1143                                                 use_nex_chargepool = 1; 
1144                                                 ring_inner_value = nex_chargepool;
1145                                         } else { 
1146                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1147                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1148                                         }
1149                                                 
1150                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1151                                         ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1152                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1153                                         
1154                                         // draw the outer ring to show the current charge of the weapon
1155                                         ring_value = nex_charge;
1156                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1157                                         ring_rgb = wcross_color;
1158                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1159                                 }
1160                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1161                                 {
1162                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1163                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1164                                         ring_rgb = wcross_color;
1165                                         ring_image = "gfx/crosshair_ring.tga";
1166                                 }
1167                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1168                                 {
1169                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1170                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1171                                         ring_rgb = wcross_color;
1172                                         ring_image = "gfx/crosshair_ring.tga";
1173                                 }
1174
1175                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1176                                 {
1177                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1178                                         ring_scale = autocvar_crosshair_ring_reload_size;
1179                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1180                                         ring_rgb = wcross_color;
1181                                         
1182                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1183                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1184                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1185                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1186                                         else
1187                                                 ring_image = "gfx/crosshair_ring.tga";
1188                                 }
1189
1190                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1191                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1192
1193                                 if (ring_value)
1194                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1195                         }
1196
1197 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1198                         do \
1199                         { \
1200                                 if(wcross_blur > 0) \
1201                                 { \
1202                                         for(i = -2; i <= 2; ++i) \
1203                                                 for(j = -2; j <= 2; ++j) \
1204                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1205                                 } \
1206                                 else \
1207                                 { \
1208                                         M(0,0,sz,wcross_name,wcross_alpha); \
1209                                 } \
1210                         } \
1211                         while(0)
1212
1213 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1214                         drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1215
1216 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1217                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1218
1219                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1220                         {
1221                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1222                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1223                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1224                                 f = 1 - f;
1225                         }
1226                         else
1227                         {
1228                                 f = 1;
1229                         }
1230
1231                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1232                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1233
1234                         if(autocvar_crosshair_dot)
1235             {
1236                 vector wcross_color_old;
1237                 wcross_color_old = wcross_color;
1238                 if(autocvar_crosshair_dot_color != "0")
1239                     wcross_color = stov(autocvar_crosshair_dot_color);
1240                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1241                 wcross_color = wcross_color_old;
1242             }
1243
1244                         wcross_name_alpha_goal_prev = f;
1245                 }
1246                 else
1247                 {
1248                         wcross_scale_prev = 0;
1249                         wcross_alpha_prev = 0;
1250                         wcross_scale_goal_prev = 0;
1251                         wcross_alpha_goal_prev = 0;
1252                         wcross_changedonetime = 0;
1253                         if(wcross_name_goal_prev)
1254                                 strunzone(wcross_name_goal_prev);
1255                         wcross_name_goal_prev = string_null;
1256                         if(wcross_name_goal_prev_prev)
1257                                 strunzone(wcross_name_goal_prev_prev);
1258                         wcross_name_goal_prev_prev = string_null;
1259                         wcross_name_changestarttime = 0;
1260                         wcross_name_changedonetime = 0;
1261                         wcross_name_alpha_goal_prev = 0;
1262                         wcross_name_alpha_goal_prev_prev = 0;
1263                         wcross_resolution_goal_prev = 0;
1264                         wcross_resolution_goal_prev_prev = 0;
1265                 }
1266         }
1267
1268         if(NextFrameCommand)
1269         {
1270                 localcmd("\n", NextFrameCommand, "\n");
1271                 NextFrameCommand = string_null;
1272         }
1273
1274         // we must do this check AFTER a frame was rendered, or it won't work
1275         if(cs_project_is_b0rked == 0)
1276         {
1277                 string w0, h0;
1278                 w0 = ftos(autocvar_vid_conwidth);
1279                 h0 = ftos(autocvar_vid_conheight);
1280                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1281                 //R_SetView(VF_FOV, '90 90 0');
1282                 R_SetView(VF_ORIGIN, '0 0 0');
1283                 R_SetView(VF_ANGLES, '0 0 0');
1284                 R_SetView(VF_PERSPECTIVE, 1);
1285                 makevectors('0 0 0');
1286                 vector v1, v2;
1287                 cvar_set("vid_conwidth", "800");
1288                 cvar_set("vid_conheight", "600");
1289                 v1 = cs_project(v_forward);
1290                 cvar_set("vid_conwidth", "640");
1291                 cvar_set("vid_conheight", "480");
1292                 v2 = cs_project(v_forward);
1293                 if(v1 == v2)
1294                         cs_project_is_b0rked = 1;
1295                 else
1296                         cs_project_is_b0rked = -1;
1297                 cvar_set("vid_conwidth", w0);
1298                 cvar_set("vid_conheight", h0);
1299         }
1300
1301         if(autocvar__hud_configure)
1302                 HUD_Panel_Mouse();
1303
1304         // let's reset the view back to normal for the end
1305         R_SetView(VF_MIN, '0 0 0');
1306         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1307 }
1308
1309 #define spider_h "gfx/vehicles/hud_bg.tga"
1310 #define spider_b "gfx/vehicles/sbot.tga"
1311 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1312 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1313 #define spider_s "gfx/vehicles/shiled.tga"
1314 #define spider_a1 "gfx/hud/sb_rocket.tga"
1315 #define spider_a2 "gfx/sb_bullets.tga"
1316
1317 void CSQC_SPIDER_HUD()
1318 {
1319         float rockets, reload, heat, hp, shield;
1320         vector picsize, hudloc;
1321
1322     // Fetch health & ammo stats
1323     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1324         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1325         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1326         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1327         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1328
1329     // Draw the crosshairs
1330     picsize = drawgetimagesize(SPIDER_CROSS);
1331     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1332     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1333     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1334
1335     hudloc_y =  4;
1336     hudloc_x = 4;
1337
1338     picsize = drawgetimagesize(spider_h) * 0.5;
1339     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1340
1341     picsize = drawgetimagesize(spider_a2) * 0.5;
1342     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1343
1344     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1345     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1346     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1347
1348     picsize = drawgetimagesize(spider_a1) * 0.85;
1349     if(rockets == 9)
1350     {
1351         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1352         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1353     }
1354     else
1355     {
1356         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1357         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1358     }
1359
1360     picsize = drawgetimagesize(spider_b) * 0.5;
1361     hudloc_y = 10.5;
1362     hudloc_x = 10.5;
1363
1364     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1365     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1366     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1367     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1368
1369
1370         /*
1371         // Draw health bar
1372         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1373         p = p + '0 1 0' * vid_conheight - '0 32 0';
1374         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1375         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1376         p_y += 8;
1377         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1378         p_x += 256 * hp;
1379         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1380
1381         // Draw minigun heat indicator
1382         p = '0.5 0 0' * (vid_conwidth - 256);
1383         p = p + '0 1 0' * vid_conheight - '0 34  0';
1384         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1385         p_x += 256 * (1-heat);
1386         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1387
1388
1389         // Draw rocket icons for loaded/empty tubes.
1390         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1391         pp += '0 1 0' * vid_conheight - '0 64 0';
1392         for(i = 0; i < 8; ++i)
1393         {
1394                 p = pp + '1 0 0' * (rkt_size * i);
1395                 if(rockets == 8)
1396                 {
1397                         if(floor(reload * 8) == i)
1398                         {
1399                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1400                         }
1401                         else if(i < reload * 8)
1402                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1403                         else
1404                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1405                 }
1406                 else
1407                 {
1408                         if(i < rockets)
1409                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1410                         else
1411                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1412                 }
1413         }
1414         */
1415
1416         if (scoreboard_showscores)
1417         {
1418                 HUD_DrawScoreboard();
1419                 HUD_DrawCenterPrint();
1420         }
1421
1422 }
1423
1424 #define raptor_h "gfx/vehicles/hud_bg.tga"
1425 #define raptor_b "gfx/vehicles/raptor.tga"
1426 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1427 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1428 #define raptor_s "gfx/vehicles/shiled.tga"
1429
1430 void CSQC_RAPTOR_HUD()
1431 {
1432         float reload, hp, shield, energy;
1433         vector picsize, hudloc;
1434
1435     // Fetch health & ammo stats
1436     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1437         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1438         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1439         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1440
1441     // Draw the crosshairs
1442     picsize = drawgetimagesize(SPIDER_CROSS);
1443     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1444     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1445     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1446
1447     hudloc_y =  4;
1448     hudloc_x = 4;
1449
1450     picsize = drawgetimagesize(raptor_h) * 0.5;
1451     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1452
1453     picsize = drawgetimagesize(spider_a2) * 0.5;
1454     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1455
1456     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1457     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1458     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1459
1460
1461     picsize = drawgetimagesize(spider_a1) * 0.85;
1462     if(reload == 1)
1463     {
1464         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1465         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1466     }
1467     else
1468     {
1469         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1470         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1471     }
1472
1473     picsize = drawgetimagesize(raptor_b) * 0.5;
1474     hudloc_y = 10.5;
1475     hudloc_x = 10.5;
1476
1477     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1478     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1479     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1480     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1481
1482
1483         if (scoreboard_showscores)
1484         {
1485                 HUD_DrawScoreboard();
1486                 HUD_DrawCenterPrint();
1487         }
1488
1489 }
1490
1491 #define waki_h "gfx/vehicles/hud_bg.tga"
1492 #define waki_b "gfx/vehicles/waki.tga"
1493 #define waki_e "gfx/vehicles/waki_e.tga"
1494 #define waki_g "gfx/vehicles/waki_guns.tga"
1495 #define waki_r "gfx/vehicles/waki_rockets.tga"
1496 #define waki_s "gfx/vehicles/shiled.tga"
1497
1498 #define waki_a1 "gfx/hud/sb_rocket.tga"
1499 #define waki_a2 "gfx/sb_cells.tga"
1500
1501 void CSQC_WAKIZASHI_HUD()
1502 {
1503         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1504         float health, shield, energy, rockets;
1505         vector picsize, hudloc;
1506
1507     picsize = drawgetimagesize(SPIDER_CROSS);
1508     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1509     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1510     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1511
1512 /*
1513 const float STAT_VEHICLESTAT_HEALTH  = 60;
1514 const float STAT_VEHICLESTAT_SHIELD  = 61;
1515 const float STAT_VEHICLESTAT_ENERGY  = 62;
1516 const float STAT_VEHICLESTAT_AMMO1   = 63;
1517 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1518 const float STAT_VEHICLESTAT_AMMO2   = 65;
1519 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1520 */
1521     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1522         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1523         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1524         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1525
1526     hudloc_y =  4;
1527     hudloc_x = 4;
1528
1529     picsize = drawgetimagesize(waki_h) * 0.5;
1530     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1531
1532     picsize = drawgetimagesize(waki_a2) * 0.7;
1533     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1534
1535
1536     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1537     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1538
1539     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1540
1541     picsize = drawgetimagesize(waki_a1) * 0.75;
1542     if(rockets == 1)
1543     {
1544         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1545         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1546     }
1547     else
1548     {
1549         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1550         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1551         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1552     }
1553
1554     picsize = drawgetimagesize(waki_b) * 0.5;
1555     hudloc_y = 10.5;
1556     hudloc_x = 10.5;
1557
1558     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1559     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1560     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1561     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1562
1563
1564
1565         /*
1566         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1567         p = p + '0 1 0' * vid_conheight - '0 32 0';
1568
1569         // Draw health bar
1570         p_y += 8;
1571         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1572         p_x += 256 * health;
1573         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1574
1575         // Draw shiled bar
1576         p_x -= 256 * health;
1577         p_y += 4;
1578         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1579
1580         // Draw energy
1581         //p_x -= 256 * health;
1582         p_y -= 8;
1583         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1584
1585         // Draw rockets bar
1586         p_y += 12;
1587         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1588         */
1589
1590
1591
1592
1593         if (scoreboard_showscores)
1594         {
1595                 HUD_DrawScoreboard();
1596                 HUD_DrawCenterPrint();
1597         }
1598
1599 }
1600
1601 void CSQC_common_hud(void)
1602 {
1603         // HUD_SortFrags(); done in HUD_Draw
1604         float hud;
1605         hud = getstati(STAT_HUD);
1606
1607         //hud = 10;
1608         switch(hud)
1609         {
1610                 case HUD_NORMAL:
1611                         // do some accuracy var caching
1612                         float i;
1613                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1614                         {
1615                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1616                                 {
1617                                         if(acc_color_levels)
1618                                                 strunzone(acc_color_levels);
1619                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1620                                         acc_levels = tokenize(acc_color_levels);
1621                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1622                                                 acc_levels = MAX_ACCURACY_LEVELS;
1623
1624                                         for (i = 0; i < acc_levels; ++i)
1625                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1626                                 }
1627                                 // let know that acc_col[] needs to be loaded
1628                                 acc_col_x[0] = -1;
1629                         }
1630
1631                         HUD_Main(); // always run these functions for alpha checks
1632                         HUD_DrawScoreboard();
1633
1634                         if (scoreboard_active) // scoreboard/accuracy
1635                         {       
1636                                 HUD_Reset();
1637                                 // HUD_DrawScoreboard takes care of centerprint_start
1638                         }
1639                         else if (intermission == 2) // map voting screen
1640                         {
1641                                 HUD_FinaleOverlay();
1642                                 HUD_Reset();
1643
1644                                 centerprint_start_x = 0;
1645                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1646                         }
1647                         else // hud
1648                         {
1649                                 centerprint_start_x = 0;
1650                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1651                         }
1652
1653                         HUD_DrawCenterPrint();
1654                         break;
1655
1656                 case HUD_SPIDERBOT:
1657                         CSQC_SPIDER_HUD();
1658                         break;
1659
1660                 case HUD_WAKIZASHI:
1661                         CSQC_WAKIZASHI_HUD();
1662                         break;
1663         }
1664 }
1665
1666
1667 // following vectors must be global to allow seamless switching between camera modes
1668 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1669 void CSQC_Demo_Camera()
1670 {
1671         float speed, attenuation, dimensions;
1672         vector tmp, delta;
1673
1674         if( autocvar_camera_reset || !camera_mode )
1675         {
1676                 camera_offset = '0 0 0';
1677                 current_angles = '0 0 0';
1678                 camera_direction = '0 0 0';
1679                 camera_offset_z += 30;
1680                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1681                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1682                 current_origin = view_origin;
1683                 current_camera_offset  = camera_offset;
1684                 cvar_set("camera_reset", "0");
1685                 camera_mode = CAMERA_CHASE;
1686         }
1687
1688         // Camera angles
1689         if( camera_roll )
1690                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1691
1692         if(autocvar_camera_look_player)
1693         {
1694                 local vector dir;
1695                 local float n;
1696
1697                 dir = normalize(view_origin - current_position);
1698                 n = mouse_angles_z;
1699                 mouse_angles = vectoangles(dir);
1700                 mouse_angles_x = mouse_angles_x * -1;
1701                 mouse_angles_z = n;
1702         }
1703         else
1704         {
1705                 tmp = getmousepos() * 0.1;
1706                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1707                 {
1708                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1709                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1710                 }
1711         }
1712
1713         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1714         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1715         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1716         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1717
1718         // Fix difference when angles don't have the same sign
1719         delta = '0 0 0';
1720         if(mouse_angles_y < -60 && current_angles_y > 60)
1721                 delta = '0 360 0';
1722         if(mouse_angles_y > 60 && current_angles_y < -60)
1723                 delta = '0 -360 0';
1724
1725         if(autocvar_camera_look_player)
1726                 attenuation = autocvar_camera_look_attenuation;
1727         else
1728                 attenuation = autocvar_camera_speed_attenuation;
1729
1730         attenuation = 1 / max(1, attenuation);
1731         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1732
1733         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1734         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1735         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1736         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1737
1738         // Camera position
1739         tmp = '0 0 0';
1740         dimensions = 0;
1741
1742         if( camera_direction_x )
1743         {
1744                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1745                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1746                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1747                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1748                 ++dimensions;
1749         }
1750
1751         if( camera_direction_y )
1752         {
1753                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1754                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1755                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1756                 ++dimensions;
1757         }
1758
1759         if( camera_direction_z )
1760         {
1761                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1762                 ++dimensions;
1763         }
1764
1765         if(autocvar_camera_free)
1766                 speed = autocvar_camera_speed_free;
1767         else
1768                 speed = autocvar_camera_speed_chase;
1769
1770         if(dimensions)
1771         {
1772                 speed = speed * sqrt(1 / dimensions);
1773                 camera_offset += tmp * speed;
1774         }
1775
1776         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1777
1778         // Camera modes
1779         if( autocvar_camera_free )
1780         {
1781                 if ( camera_mode == CAMERA_CHASE )
1782                 {
1783                         current_camera_offset = current_origin + current_camera_offset;
1784                         camera_offset = current_origin + camera_offset;
1785                 }
1786
1787                 camera_mode = CAMERA_FREE;
1788                 current_position = current_camera_offset;
1789         }
1790         else
1791         {
1792                 if ( camera_mode == CAMERA_FREE )
1793                 {
1794                         current_origin = view_origin;
1795                         camera_offset = camera_offset - current_origin;
1796                         current_camera_offset = current_camera_offset - current_origin;
1797                 }
1798
1799                 camera_mode = CAMERA_CHASE;
1800
1801                 if(autocvar_camera_chase_smoothly)
1802                         current_origin += (view_origin - current_origin) * attenuation;
1803                 else
1804                         current_origin = view_origin;
1805
1806                 current_position = current_origin + current_camera_offset;
1807         }
1808
1809         R_SetView(VF_ANGLES, current_angles);
1810         R_SetView(VF_ORIGIN, current_position);
1811 }